Commit History

Autor SHA1 Mensaxe Data
  BearishSun 5387d9c3d8 Script resources now keep a reference to their managed instance until they're unloaded %!s(int64=10) %!d(string=hai) anos
  BearishSun 26ee02017f Added C# MeshImportOptions and extended TextureImportOptions with new properties %!s(int64=10) %!d(string=hai) anos
  BearishSun 098f8865e1 Font C# interface %!s(int64=10) %!d(string=hai) anos
  BearishSun 0f7c76eb01 When rendering reduce state switching when possible %!s(int64=10) %!d(string=hai) anos
  BearishSun 508b74a040 Moved GUIManager rendering to a specialized core thread GUIManagerCore %!s(int64=10) %!d(string=hai) anos
  BearishSun 817756bb69 Renamed Light/Renderable/Camera so their component and non-component versions have better names %!s(int64=10) %!d(string=hai) anos
  Marko Pintera 3187a5f447 Hook up light updates in renderer core %!s(int64=10) %!d(string=hai) anos
  Marko Pintera b938e35a76 Added proper Color parameter type to Shader %!s(int64=10) %!d(string=hai) anos
  Marko Pintera d293414daf Support for multiple StringTables %!s(int64=10) %!d(string=hai) anos
  Marko Pintera 4704613fa4 Modified profiler overlay so it doesn't render under the geometry %!s(int64=10) %!d(string=hai) anos
  Marko Pintera 97f46875a9 Added light data types and components %!s(int64=10) %!d(string=hai) anos
  Marko Pintera 1076f0124b DefaultMeshData is now RendererMeshData and can be overriden by Renderer implementation %!s(int64=10) %!d(string=hai) anos
  Marko Pintera 612e9680b7 Added prefab ID renaming in prefab diff so that game object handles are compared properly (untested) %!s(int64=10) %!d(string=hai) anos
  Marko Pintera 57733a8660 WIP Prefabs and PrefabDiff %!s(int64=10) %!d(string=hai) anos
  Marko Pintera 42f50ced62 Added C# Renderable and Mesh interfaces %!s(int64=10) %!d(string=hai) anos
  Marko Pintera ecfe9ff397 Project library dependant resource import (untested) %!s(int64=10) %!d(string=hai) anos
  Marko Pintera 43c78bc4d0 WIP shader includes %!s(int64=10) %!d(string=hai) anos
  Marko Pintera 6b920a90d8 - Moved all shaders to BSL %!s(int64=10) %!d(string=hai) anos
  Marko Pintera ab1746c542 BansheeSL: Shader parser generates an actual Shader %!s(int64=10) %!d(string=hai) anos
  Marko Pintera d1f2d75a79 WIP C# interface for ImportOptions complete %!s(int64=10) %!d(string=hai) anos
  Marko Pintera eb4de059fc Advanced resource loading WIP stage 1 %!s(int64=11) %!d(string=hai) anos
  Marko Pintera 0b1d2c1bd9 Render texture now keeps a handle to a texture instead of a pointer %!s(int64=11) %!d(string=hai) anos
  Marko Pintera 05ad4ecf2d Shaders are now referenced via resource handle instead directly %!s(int64=11) %!d(string=hai) anos
  Marko Pintera 1039be94b5 Added IResourceListener to properly handle async resource loading and notifying the core thread %!s(int64=11) %!d(string=hai) anos
  Marko Pintera 0fca9749f2 RenderSystem -> RenderAPI and moved all CoreThreadAccessor methods to RenderAPI %!s(int64=11) %!d(string=hai) anos
  Marko Pintera acf6121ee6 Finished Renderable refactor, mostly (still got an exception on shutdown) %!s(int64=11) %!d(string=hai) anos
  Marko Pintera 5251cd9fa3 More work on Material refactor. Moved template implementations to source files for better clarity. %!s(int64=11) %!d(string=hai) anos
  Marko Pintera 3f94468a9f Material refactor WIP, it compiles %!s(int64=11) %!d(string=hai) anos
  Marko Pintera f7a076ff3c Pass and Technique refactor %!s(int64=11) %!d(string=hai) anos
  Marko Pintera b55e52c112 Camera & Viewport refactored and working somewhat (fixes and re-test needed) %!s(int64=11) %!d(string=hai) anos